robot

Description (in English)

Digital contemporary retake of Shelley Lake's eerie video 'Polly gone' (1988). 'Polly Gone' was a critique of the gendered role of the housewife. Although the music is 1980s techno, the eeriness and themes somewhat recalls Chantal Akerman's video 'Saute ma ville' (1968). In 'Polly Returns', the robot has taken a more humane physiognomy, and the relation to the screen has changed. Polly has become an integral part of the screen, and her gendered role has acquired complexity that goes beyond domestic chores. Rolling text instructs her in a very neoliberal way how to be simultaneously a perfect housewife, a politically conscious citizen, a productive worker and a caring mum, among others.

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Contributors note

While in residence at the Internet Archive, I came across Polly Gone, a 1988 computer animation by Shelley Lake (who was then the technical director of Digital Productions, a prominent 3D animation studio). In the video, a female robot -- whose severe, mechanistic design was inspired by Oskar Schlemmer's Triadic Ballet -- zips around a futuristic dome house doing various domestic chores, all while a horror movie soundtrack with synthesized beats plays in the background. Fascinated with how dystopian and surreal the animation seems in retrospect, I attempted to address the horror of the digital sublime in a modern day version: Here, Polly returns in 2017 to find herself awash in a sea of listicle titles. My soundtrack is based on Shelley Lake's soundtrack, which in turn was inspired by the soundtrack from The Day the Earth Stood Still (1951).

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Description (in English)

The Thing Tableau is a 3D/VR work conceived and designed in Virtual Reality. Its story unfolds through a digital narrative that can only be viewed online. The story references insomnia and the thoughts and language that can creep and reoccur when in this twilightish state.

The project is designed for audience interaction through click-based annotations, and can be viewed in multiple ways: as a text-based narrative that unpacks when an audience member interacts with it, or as an automated playthrough (though it’s preferred that audience members get to interact with the model in a 3D or even VR space).

The Thing Tableau is one of the works from the V[R]ignettes Microstory Series.

Pull Quotes

…so there’s that thing.

You know, that thing.

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A screenshot of The Thing Tableau, as hosted on Sketchfab.
Contributors note

Description and viewing instructions available at https://www.medialab-prado.es/sites/default/files/2019-03/The%20Thing%2….

By Audun Andreassen, 10 April, 2013
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Abstract (in English)

Although human interaction with technological artifacts often involves treating them as if they are alive, the dominant discourse in our society portrays technology as the instrument of its human master. In the context of computing, our desire of absolute control over machines manifests itself both as the human computer interaction (HCI) community’s emphasis on “usability” and as popular culture’s apocalyptic imagination of the out-of-control artificial intelligence (AI) systems trying to eliminate humanity. It is revealing that, for instance, the word “robot” comes from “slave” in Czech. This paper examines the social and aesthetic limitations of this narrow instrumental view of technology. It proposes an alternative interaction model based on machine subjectivity, that is, constructing and perceiving computer systems as an independent entity in its own right.

Based on Heidegger’s theory of the “enframing” nature of modern technology (Heidegger, 1977), and experiments of modern dance (Copeland, 2004), this paper argues that perceptual and sensory habits, including our interaction with computing artifacts, are political. Both the prevailing human-leader-computer-follower interaction model and the apocalyptic literary imagination are limited by and reinforce the discourse of hierarchical control and power relationship in broader social contexts. Machine subjectivity, on the other hand, offers a playground for exploring alternative relationships between human and “the other” (i.e., computer) and consequentially provides insights to new social orders, such as the ones based on “multi-dominance” (Lewis, 2000).

In addition to political commentaries, machine subjectivity also affords novel aesthetic and meaningful interactive experiences. This paper examines the manifestation of machine subjectivity in a range of cultural artifacts in electronic literature, music, dance and visual arts, and highlights the novel aesthetics and expressions afforded by allowing computers to act independently.

Finally, the paper discusses our text-based interactive narrative system Memory, Reverie Machine. The system algorithmically generates stories about a robot character, who is controlled jointly by the user and the AI system. The tension between user and machine subjectivity, foregrounded in the struggle to gain control over the main character, is used to explore themes such as agency, resistance, and dis/empowerment.

(Source: Author's abstract for ELO_AI)